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Found 97 results

  1. SJB L119A'X' Rifles v1.01 ======================= After another few years out of the modding scene I am proud to present a pack of assault rifles used by UK Special Forces. Right now its only variants of the L119A1 and L119A2 rifles, but I may expand it to include other rifles in the future. This pack is an off-shoot of my SJB Rifle Pack v1.0 developed in tandem with the latest update as part of a series of addons made for private use with friends. However I've decided to make it available to the public to give something back to the community that has helped me through some tough times in my life. CONTENTS: The pack contains the following: - L119A1 (CQB and SFW variants with various furniture - 6 versions and 2 with UGL - 8 total). Each with 4 levels of camo (4 x 8 = 32) - L119A2 (CQB and SFW variants - 1 version of each and then an SFW with UGL - 3 total). Each one coming with just one camo version (3 x 2 = 6) - HK416 in two barrel lengths and one with UGL, all in gun-metal grey and tan/desert versions (3 x 2 = 6) - more to come...maybe... FUTURE PLANS: I might include other rifles in future versions including, but not limited to, HK416s, HK417s and maybe some other surprises....maybe... As I originally made this addon for private use it currently doesn't support/require SJB Weapons Core v1.0, but might in the future. At present the weapon makes use of default ammunition/magazines but is compatible with (and requires) CBA for Arma3's to make use of its 'Joint Ammo & Magazines (JAM)' functionality so the weapons function using magazines and optics/attachments (thanks to CBA's Joint Rails functionality) from other popular addons/mods that also use CBA (such as RHS for example). Throughout development I have been in two-minds as to whether or not to use custom sound files for the weapons firing sounds. I already use a few custom sounds for the bolt opening/closing and selector switches being used when switching firing modes. However, inheriting default weapon sounds from the base game's weapons allows users to use their own preferred sound mod and have this pack integrate seamlessly with other addons that do the same. If demand is high enough I may well implement custom sounds, or perhaps an alternate config to allow for choice but as of right now the weapons use sounds from the base-game's weapons. REQUIREMENTS: Arma3 with the latest update. This addon makes use of CBA's ASDG-JR (Joint Rails) and as a result requires CBA for Arma3 to function. CREDITS: Without the help, advice and permissions of the people listed below this pack would not have been possible, so a huge thank you needs to be extended to the following people: - Twinke Masta (Johan Santana) - (M4A1 base model/textures used to create the L119A1) - MrDucky - HK416 base-model and textures. - Stefan Engdahl - (M203 textures and base-model) - not currently used but may be included in the future as an alternative to the UGL. - Eddie Price - (Massive amount of work on the textures of most rifles and a lot of suggestions for model tweaks back in the day). VERSION HISTORY: v1.0 - Initital release v1.01 - This release - Fixed path error for L119A2 rvmats. - Added ACE config values for Advanced Ballistics etc. - Added HK416 10.5 and 14 inch barrel variants in gun-metal and tan. DOWNLOAD LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=3164450578
  2. Is there any mods that increase weapons smoke effect when firing, not muzzle flash more like muzzle smoke/gas when firing guns? If no then is there any way too increase that effect?
  3. Im doing a custom bullpup AK, but looking at the samples I see some parts of the model has vertex groups with a name... But I dont if I have to make only one OBJ file to export at OB with vertex groups or shall I make the body OBJ and seperated the bolt as other OBJ but put both OBJs in a single file in Object Builder? (this applies to my muzzle, mag and other parts that are animated? I want to use the MSBS animations) EDIT EXTRA QUESTION: Is there any kind of proxy that allows the character to take the grip? Or I need to make my bullpup fit in the sample given in arma 3 samples?
  4. Since the T-100x dropped, I wanted to see if I could take the charging along with the railgun onto a plane to use as an EML like in Ace Combat. I'm pretty new to modding and scripting, so as of now, im just trying to copy and paste the Futura's config into the aircraft's. Right now, i have the weapon classes, but not the charging mechanic
  5. I hope you are all well and thank you in advance for your help. Here's my problem: I'm currently making a composition on a vehicle, and I'd like to attach some specific weapons to the sides, which members could pick up as needed. Unfortunately, the weapons in question are addons that appear in the arsenal, but not in the editor. I've seen on the forum that there are ways to spawn an unlisted weapon, but these methods don't allow you to see the weapon before launching the mission. I need to see the weapon in order to place it correctly on the vehicle concerned. Do you know how I can do this?
  6. As part of CfgWeapons there is a parameter governing the dispersion/muzzle spread of a weapon called dispersion which is described as "In-game weapon dispersion in radians". There is however no mention of the actual mathematical or statistical properties of how said angular deviation is applied to the projectile vector as it exits the muzzle nor can I find an authoritative reference to how value is used. Specifically I'm looking for information on: What the value represents (e.g. is it a standard deviation value, CEF, maximum value of a uniform distribution from [0, dispersion], etc) What kind of statistical distribution is used to generate the 'random' variable based on the dispersion parameter (is it a uniform distribution from 0 to max dispersion, single-variate normal, bi-variate normal where the value is applied twice across two axis [e.g. azimuth and elevation], etc) The closest thing I have found to give a clue as to how the value is used is in this line from the ACE3 mod here: dispersion = 0.0046; //0.279508497 = 0.25 * sqrt(0.8^-1); (80%, 5mil. https://en.wikipedia.org/wiki/GAU-8_Avenger#Accuracy) - Luke where a CEF 80% value has been used to calculate the standard deviation σ of a bi-variate normal (assuming uncorrelated variables with the same σ). But the relationship of the commented value σ = 0.2795... to the actual value used for the game engine is not clear, the commit that introduced the change doesn't give any hints either. Most other posts that talk about dispersion do so in a general way without really quantifying how the value works, instead opting to experiment with the value until it roughly matches what the mod author wants. In addition to the above, are there any other parameters that affect the shot deviation from muzzle vector within the game engine (for players, not AI) that I am unaware of? Ultimately I'm trying to develop a mathematical model of shot precision such that I can run calculations without having to run statistical simulations within the game which is both time consuming and error prone.
  7. Tools of The Trade(TOTT) About: Tools of The Trade(TOTT) is an ambitious Arma 3 project to bring a wide variety of Tier 1 SMU weapons and attachments to the Arma 3 platform. We have future plans to expand past SMUs but one thing at a time. We will be using real-world references and connections to ensure the highest level of accuracy and authenticity seen in a video game modification to date(to the best of our ability). The release date is still being determined as we figure out the scope of the project, feel free to get updates faster and follow along with the project as it comes together in our discord here: https://discord.gg/fqdzJ9fkgW Below are a few of the weapons planned for initial release:
  8. Hello all! By trade, I am a 3D artist, and I hope to create many mods for Arma Reforger and Arma 4. My 3D skills are still in their early stages, but I hope to improve to AAA quality and continue to work on my passion project in my spare time. I intend to create a Ghost Recon conversion mod heavily influenced by the GRAW and GRAW2 games, but in a modern setting. My work will be referred to as RGAW for copyright reasons. RGAW (Recon Ghosts Advanced Warfighter). The 3D aspect of the first gun for the project (MR-C) is complete. Now I have to make sure I export it correctly and get it working in the engine. Wish me luck Anyone who wishes to reach out to me is welcome, I would love to join a mod community if there is one for the Infusion Engine (Discords etc.).
  9. martinkopac44

    NGSW mod

    I've been wondering if there is a mod that adds the Next Generation Squad Weapons from Sig Sauer. I believe that I'm not the only one that thinks that it would be nice things to have.
  10. MourningStarV

    Sniper Idea

    It’d be nice if there was a sniper that had a Variable Scope. It can change the magnification of the scope so the outlander may shoot between long distances and slightly longer distances. This most likely means there will be more outlanders watching Points of Interest. But the only one to blame is the outlander that had fallen victim, since there are so many ways to avoid death in this kind of situation. 1. Completely ignore the chosen P.O.I if you feel it’s too dangerous. 2. Use Portable Signal Detectors (Which are now fixed, thank goodness) or use the Signal Detector located on the map and once the outlanders watching the P.O.I are marked, hunt them down. These type of outlanders will most likely stay in the exact spot. 3. Locate an outlander who is watching the P.O.I. Once they’ve been located, call a Mortar Strike or throw some Fragmentation Grenades. All of these consumables are meant to be used, don’t let them collect dust back at the Shelter.
  11. Explanation of the Mobile Weapons Project The Mobile Weapons Project is a futuristic conversion mod set at the turn of the 22nd century. The intent of the mod is to create a futuristic and immersive setting in ARMA that allows the users to have a unique sci-fi experience. To that end we have created multiple unique systems and functions for the players to help them feel like the soldiers of tomorrow or.. next week. The project will explore multiple concepts for the soldiers of the future through the use of multiple factions and looking to real world experimental projects to help us make grounded equipment and technologies. Examples of this can be seen in our first work, the Conqueror Suit and its planned features such as suits requiring spare parts should the suit get damaged and fuel cells that need to be swapped out when empty. The World of the Mobile Weapons Project 5 years of constant conflicts between the superpowers of the world, never openly becoming a world war, but coming very close on several occasions. The so called 5 years of fire were sparked by the deaths of most of the major world leaders due to negligence on the part of a North American Unions weapons manufacturer known as the Mobile Weapons Manufacturer. This led to the MWM being globally barred from selling weapons and the CEO and a good portion of the board being sentenced to prison or death to appease the world's powers. Many nations started banding together for protection and to gain strength after feeling like they'd been embarrassed and made to look weak. Inevitably this led to conflicts both internally and externally as policies changed and expansionism took over the world again. The Great Pacific Alliance formed with China and Japan at its heart in the East, The nations of Europe having dissolved the European Union formed a new alliance named the European Alliance, and the NAU became isolationist once again only focusing on protecting vital resources and their borders. The final faction to arise during these times was the private army for hire known as the Mobile Weapons Unit who were contracted by the NAU to assist them and their allies. Sporting experimental equipment rejected by the NAU the MWU would be considered a waste of money until the battle in the ghost city of Hing Cho where a company of the MWU tore out their powered armors internal A/Cs and inadvertently solved the issues the suits had been having. If you'd like to learn more feel free to join us at our discord https://discord.gg/YK7wDmQ The Mods Current State The Mod officially released September 27, 2021! The mod right now is building up the Mobile Weapons Unit/ Ardician Armored Corps faction. These factions focus on making use of the Conqueror Suit and advanced weaponry that makes use of the nation's advanced battery and capacitor technology. This has let us give them railguns, energy shields/deflectors, Enhanced speed and resistance innately while wearing an active suit. MOD FEATURES - Functioning Power Armor. Grants enhanced speed, Recoil Reduction, Energy Shields, a variety of sights and an advanced H.U.D. - Jetpacks with a high skill ceiling - 8 different weapons with multiple retextures -25+ uniform/ vest/ helmet items. Testing the jetpack for controllability Retros Testing out the long jump . Finally, since the suit was designed to allow soldiers to operate in the upper atmosphere, we implemented a shielding system. Running on limited charge the shield deplete after every instance that would hit a player at high velocity. (Frag grenades drop the shields very fast) the shields don't recharge organically, but need to have their power cell manually replaced or charged. This gives operators shielding, all though limited. Due to the internal circuitry and such the armor runs very hot on thermals, in fact hot enough heat seeker missiles will chase the suit over certain vehicles. With all this experimental equipment we felt we needed just a bit more to truly make a player feel immersed. So we're working on implementing an armor break system. The system makes it so when hit on certain points there's a chance that certain suit functions will cease to work properly unless the part is repaired or replaced. Future Plans for the Mod The mod is released and we are continuously adding content to it. To make sure that the mod is quality we take the time to concept out our next pieces. Below you can see the concepts for the MK2 version of the armor. We're working on adding in armor and air craft in the coming updates, but we're a new team still learning. Below you can see our concepts and WIPs Concept Pictures Those interested in playing the mod or helping with its development can join here on the discord and someone will be with you to help get you situated! Update: the mod was released here is a link for those interested https://discord.gg/8zd8kHKKRR
  12. Has each single ai unit (individual) begin the mission with their weapons holstered. This will cause the ai to unholster their guns when they detect hostiles within their vicinity. Object: Init Init: this removeWeapon (primaryWeapon this); null = [this] spawn {_unit = (_this select 0); sleep 1; _unit action ['SwitchWeapon', _unit, _unit, 100];}; Picture
  13. I'm working on a campaign and I want to use the same "mechanics" used in Old Man if possible, so that the player can hang up their favorite weapons and have them at their disposal at all times.
  14. I recently watched the dev stream and heard you guys speak about nerfing the SG1s and HBAR. I personally think that’s a great idea because they have to be one of the most used guns in the game. Every encounter I’ve played thiers atleast 1 trio team with both of them. I understand the HBAR and SG1 are supposed to be variants for the AUG A1 and GEWER 3. I think just turning both those guns to semi auto would be a excellent idea since they both have long range scopes on them. Also, swapping the magazines in the SG1 and gewer 3 would be ideal also. Give the 30 round mag to the gewer 3 and give the 20 round mag to the SG1. Lowering the fire rate of the HBAR by 50 could be good also. i also noticed the yellow star markers sometimes glitch and have the same numbers on them. And the numbers are so small they are hard to see. I thought changing the colors on them for each player would be great. (Like the pings) Thank you
  15. onemanwolfp4k

    Season 8 Theme

    So I read the Season 8 updates and I wanted to ask a question for the Devs or anyone who may have asked this in the past. For a game built around stealth why is there a glint on scoped weapons? I understand there is a coating used on sniper scopes that prevent glare although I am not sure when this started being used. The glint on scoped weapons is very noticeable and really gives away position. Have you Devs ever thought about removing this from the game? Is there anyone else that would like to see the glint removed?
  16. Hello, I would like to add weapon restrictions to specific classes. For example only AT's can carry launchers, only engineers can carry explosive charges and only medics can carry medkits. In my mission, players will be given a virtual arsenal at the start, but I don't want them to pick up anything they are not supposed to later on. So the restrictions should always apply. I have seen a few topics on how to restrict the arsenal but that is not going to work. Does anybody know how I can do that? Thank you
  17. As stated in the title, when adding a weapon to a dead unit (whom's previous primary weapon had already been removed), the weapon 3D model isn't visible to the player, albeit it being pickable from the ground and showing when inventory is opened. I'm not sure if this issue occurs only with primary weapons or with the other weapon types, too. Any suggestion? Thank you a lot.
  18. Hello guys, ı have been trying to change some of the loadouts of game classes such as rifleman, grenadier, and medic with a different weapon that is already in-game. How can I do this? Whenever ı edit the regarding config.bin files with Editpad+ it just doesn't work, it gives me out of memory errors and it doesn't really work. Am ı missing something or just doing it wrong please show me the true way for config_men loadout customization. Please help me to fix this annoying issue, ı just want to spawn "rifleman" with m4 without needing to write any codes to the Initialization sector.
  19. Looking at the arifle_MX_GL_Black_F's config suggests to me it can only take 100Rnd_65x39_caseless_black_mag magazines. This is stated in the magazines array entry: magazines[] = {"100Rnd_65x39_caseless_black_mag"}; However, in game I find the rifle can take the 6.5 mm 30 Rnd Sand Mag What gives? What's a surefire way I can find can get an array of magazine classes that a weapon will accept? I thought _weaponAcceptedMagazines = getArray (configfile >> "CfgWeapons" >> _weaponName >> "magazines"); was getting my acceptedMagazines but apparently not. I believe this is a bug as this behaviour is present in vanilla: I'd be interested if a staff member could explain this bug, as I assumed all weapons got their accepted mags from their config and yet the arifle_MX_GL_Black_F seems to getting its accepted bags from somewhere else? Where? Spooky!
  20. SJB Assault Rifles v1.0 After a few years out of the modding scene I am proud to present a pack of assault rifles that I have had in the works for what feels like decades. In reality its more like about 9 years, so its close enough. CONTENTS: The pack contains 25 variants of 10 famous rifles with more planned to be added in the future. A full list of the pack's contents can be found below: - AKM/AKMS - C7A2 (Canadian version of the M16A2 with OD furniture and TRI-AD I rail adaptor) - C8A3 (Canadian version and upgrade of the M4A1 with similar additions as the C7A2) - HK416 (10" and 14.5" variants) - HK417 (16" and 20" DMR variants*) - L119A1 (In CQB and SFW variants with various furniture - 6 versions and 2 with UGL - 8 total) - L119A2 (Only one CQB model so far, more versions with various barrel lengths are planned as well as various furniture) - M4 - M4A1 (3 versions with diffrent furniture and one with a grip-pod foregrip) - M16A2 (An old classic with an M203 version) - M16A4 (A more modernised M16A2 with RIS foregrip and an M203 version). * I realise a DMR isn't technically an assault rifle, but I already had the model done as part of a weapon pack I helped develop for my old squad so I decided to include it. FUTURE PLANS: I do plan to include other rifles in future versions, as well as more variants of currently included rifles - most are in the "one day, when I have the time!" stage. Throughout development I have been in two-minds as to whether or not to use custom sound files for the weapons firing sounds. I already use a few custom sounds for the bolt opening/closing and selector switches being used when switching firing modes. However, inheriting default weapon sounds from the base game's weapons allows users to use their own preferred sound mod and have this pack integrate seemlessly with other addons that do the same. If demand is high enough I may well implement custom sounds, or perhaps an alternate config to allow for choice but as of right now the weapons use sounds from the base-game's weapons. CREDITS: Without the help, advice and permissions of the people listed below this pack would not have been possible, so a huge thank you needs to be extended to the following people: - Twinke Masta (Johan Santana) - (M4A1 base model/textures) - Krycek - (M16A2 model pieces) - Da12thMonkey/UKF - (FA556-212 Suppressor base-model/textures) - Frimenitnet - (AKM base model) - Stefan Engdahl - (M203 textures and base-model) - PuFu - (PuFu's sarcasm rivals my own and the forum post made by PuFu often kept me amused and motivated) - Eddie Price - (Massive amount of work on the textures of most rifles and attachments and a lot of suggestions for model tweaks) VERSION HISTORY: v1.0 - This release Q&A: - What does this mod require? Please see the "'REQUIREMENTS' section below - Do you plan to add <insert weapon name here>? Maybe, but don't ask/demand/request/pleased/offer bribes for......infact bribes might work... - When will the next update/addition be released? When its ready... - Can I make a mission/campaign/showcase for your addon? Go for it. Being used in missions is why I released the addon in the first place. THE ALL IMPORTANT DOWNLOAD LINKS: SJB ASSAULT RIFLES V1.00 - STEAM WORKSHOP - Mirrors to follow SJB WEAPONS CORE V1.00 - STEAM WORKSHOP - Mirrors to follow REQUIREMENTS: Arma3 with the latest update This addon makes use of CBA's ASDG-JR (Joint Rails) and as a result requires CBA for Arma3 to function properly (read: at all as its listed as a required addon in the config). This addon also requires 'SJB Weapons Core v1.0' which contains all of the ammunition, magazine defines and magazine proxies for use across all of my planned weapon packs.
  21. So, after dropping out of the modding scene for quite some time (like, 4 years) due to real-life commitments (getting married etc) I am finally finding some free time to get back into working on a few mods for ArmA3. I've decided to continue work on a project I started a long time ago combining all (read: most) of my previously un-released weapons. The first packs I have begun work on are the rifle pack, and the handgun pack - both of which were popular in their OFP/ArmA1/ArmA2 days. The rifle pack is likely to be the first pack to be released, but not any time soon as work has only just begun on updating the models/textures to ArmA3 standards as well as implementing new features such as magazine proxies etc. All packs will be accompanied by a supporting "core" PBO where all the magazine proxies and any cross-compatible attachments will be defined. This "core" addon will be released seperately and updated as required. As stated above the rifle pack will most likely be the first pack to be released and will (probably) contain the following: M4A1 variants M16 variants Diemaco variants (yes, L119A1s and possibly A2s as well as C7/C8 variants) HK416 variants HK417 variants Probably some AK variants This list is far from exhaustive and various other rifles may (or may not) make their way into the pack should time allow it. I'll post some screenshots of my progress on the M4s, M16s and HK41Xs in the next few days, but for now I just wanted to announce my intentions.
  22. ramerdehamer1212

    weapon atachments

    i have made an post about weapon attachments in the past and i have seen with the new update's that only scope's would make an major difrent feel to some weapons i have used the sillenced smg and i love it but the scope when jo soom in and fire is just horrible and youre pretty much blind firing hopping youre target dies because it just basieclly slams you in the face and you could also look at suppressors and grips or diffrent magazines or stock attachments wich makes the gun gamplay feel refreshing and diffrent everytime and i don't care if my weapon hase more weight if the use abbiliety improves this would make killing and fighting in the game more intressting and maybe the campers actually ingage in a fight
  23. Hello, need help to find any solution to switch hand animation (rtm) when changing magazine type. I have a gun with drum and box magazines working via proxy. I there solution to change hand animations, but dont change gun? Im used class-change sqript, but now wonted to create proxy.
  24. Hey guys, at the moment i am working on an idea to implement a working weapon smithing solution which i was looking forward for a long time. Recently the function "addWeaponWithAttachmentsCargo" was implemented and finally i saw my chance to create the script. Above you can see the existing iteration for this workbench. At the moment you can open the dialog and attach all the compatible items to the players weapon. In the following link you can see an existing multiplayer mission, where the system was implemented: https://github.com/LukasMarschall/Arma3BattleRoyale/tree/master/IslandThunder.Malden/dialogues Looking forward to see your opinion and feedback. Cheers, Luke
  25. I want to change the RPM for some weapon for a better shooting effect in my Arma 3 Zeus mission. The only way I have is to use Wemod and there's a function called super fire rate which works well for every weapon which I currently use. Is there any function that can be applied directly to all the weapons which can change the weapon rpm through the value modification?
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